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  • How many textures can usually I bind at once?

    - by Avi
    I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My question is: how many textures can I bind at once on a modern graphics card? 16 would be sufficient. Can I expect most modern graphics cards to support that amount? My GTX 460 appears to support 32, but I have no idea if that's representative of most modern video cards.

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  • JavaScript and callback nesting

    - by Jake King
    A lot of JavaScript libraries (notably jQuery) use chaining, which allows the reduction of this: var foo = $(".foo"); foo.stop(); foo.show(); foo.animate({ top: 0 }); to this: $(".foo").stop().show().animate({ top: 0 }); With proper formatting, I think this is quite a nice syntactic capability. However, I often see a pattern which I don't particularly like, but appears to be a necessary evil in non-blocking models. This is the ever-present nesting of callback functions: $(".foo").animate({ top: 0, }, { callback: function () { $.ajax({ url: 'ajax.php', }, { callback: function () { ... } }); } }); And it never ends. Even though I love the ease non-blocking models provide, I hate the odd nesting of function literals it forces upon the programmer. I'm interesting in writing a small JS library as an exercise, and I'd love to find a better way to do this, but I don't know how it could be done without feeling hacky. Are there any projects out there that have resolved this problem before? And if not, what are the alternatives to this ugly, meaningless code structure?

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  • State Transition Constraints

    Data Validation in a database is a lot more complex than seeing if a string parameter really is an integer. A commercial world is full of complex rules for sequences of procedures, of fixed or variable lifespans, Warranties, commercial offers and bids. All this requires considerable subtlety to prevent bad data getting in, and if it does, locating and fixing the problem. Joe Celko shows how useful a State transition graph can be, and how essential it can become with the time aspect added.

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  • A Tale of Identifiers

    Identifiers aren't locators, and they aren't pointers or links either. They are a logical concept in a relational database, and, unlike the more traditional methods of accessing data, don't derive from the way that data gets stored. Identifiers uniquely identify members of the set, and it should be possible to validate and verify them. Celko somehow involves watches and taxi cabs to illustrate the point.

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  • Help with a formula for Google Adwords [closed]

    - by XaviEsteve
    Hi guys, This question is more about maths and algorythms in Google Adwords but guess it's the most appropriate community in SE to ask this. I am creating a spreadsheet to calculate Adword formulas and I am stuck in how to calculate the Monthly Net Income for each keyword. I have created a formula which calculates it but can't figure out how to limit the Monthly Budget. The formula I've created is this one: Monthly Net Income = ( DailyClicks x ConversionRate x SaleProfit) - ( CPC x DailyClicks ) There is an example of the formula in the file which is a Google Spreadsheet publicly available here: https://spreadsheets.google.com/ccc?key=0AnQMyM9XJ0EidDB6TUF0OTdaZ2dFb2ZGNmhQeE5lb0E&hl=en_GB#gid=2 (you can create your own copy going to File Make a copy...) I am releasing this set of tools as Public Domain so feel free to use it :) Any help is much appreciated!

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  • Team Foundation Server– Debug symbols(pdb files) generated in Release build? Fix it.

    - by Gopinath
    Yesterday I setup TFS for my .NET playground website to implement continuous integration and deployments. After a successful build I noticed that debug symbols(pdb files) were generated even though TFS is configured to build in Release mode.  After a bit of analysis its turned out to be the behavior of TFS to generate debug symbols (pdb files) until we pass the attribute DebugType = None. Here are the steps to pass DebugType parameter to MSBuild of TFS Go to Team Explorer Select Build Defintion >> Edit Build Definition Switch to Process tab Navigate to Advanced Section and locate MSBuild Arguments Add the following: /p:Configuration=Release /p:DebugType=none

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  • I can't see how a mature agile team requires any *management*?

    - by ashy_32bit
    After a recent heated debate over Scrum, I realized my problem is that I think of management as a quite unnecessary and redundant activity in a fully agile team. I believe a mature Agile team does not require management or any non-technical decision making process of whatsoever. To my (apparently erring) eyes it is more than obvious that the only one suitable and capable of managing a mature development team is their coach (and that being the most technically competent colleague with proper communication skills). I can't imagine how a Scrum master can contribute to such a team. I am having a great difficulty realizing and understanding the value of such things as Scrum and manager as someone who is not a veteran developer but is well skilled in planning the production cycles when a coach exists in the team. What does that even mean? How on earth someone with no edge-skills of development can manage a highly technical team? Perhaps management here means something else? I see management as a total waste of time and a by-product of immaturity. In my understanding a mature team is fully self-managing. Apparently I'm mistaken since many great people say the contrary but I can't convince myself.

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  • What's wrong with this OpenGL model picking code?

    - by openglNewbie
    I am making simple model viewer using OpenGL. When I want to pick an object OpenGL returns nothing or an object that is in another place. This is my code: GLuint buff[1024] = {0}; GLint hits,view[4]; glSelectBuffer(1024,buff); glGetIntegerv(GL_VIEWPORT, view); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPickMatrix(x,y,1.0,1.0,view); gluPerspective(45,(float)view[2]/(float)view[4],1.0,1500.0); glMatrixMode(GL_MODELVIEW); glRenderMode(GL_SELECT); glLoadIdentity(); //I make the same transformations for normal render glTranslatef(0, 0, -zoom); glMultMatrixf(transform.M); glInitNames(); glPushName(-1); for(int j=0;j<allNodes.size();j++) { glLoadName(allNodes.at(j)->id); allNodes.at(j)->Draw(textures); } glPopName(); glMatrixMode(GL_PROJECTION); glPopMatrix(); hits = glRenderMode(GL_RENDER);

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  • When decomposing a large function, how can I avoid the complexity from the extra subfunctions?

    - by missingno
    Say I have a large function like the following: function do_lots_of_stuff(){ { //subpart 1 ... } ... { //subpart N ... } } a common pattern is to decompose it into subfunctions function do_lots_of_stuff(){ subpart_1(...) subpart_2(...) ... subpart_N(...) } I usually find that decomposition has two main advantages: The decomposed function becomes much smaller. This can help people read it without getting lost in the details. Parameters have to be explicitly passed to the underlying subfunctions, instead of being implicitly available by just being in scope. This can help readability and modularity in some situations. However, I also find that decomposition has some disadvantages: There are no guarantees that the subfunctions "belong" to do_lots_of_stuff so there is nothing stopping someone from accidentally calling them from a wrong place. A module's complexity grows quadratically with the number of functions we add to it. (There are more possible ways for things to call each other) Therefore: Are there useful convention or coding styles that help me balance the pros and cons of function decomposition or should I just use an editor with code folding and call it a day? EDIT: This problem also applies to functional code (although in a less pressing manner). For example, in a functional setting we would have the subparts be returning values that are combined in the end and the decomposition problem of having lots of subfunctions being able to use each other is still present. We can't always assume that the problem domain will be able to be modeled on just some small simple types with just a few highly orthogonal functions. There will always be complicated algorithms or long lists of business rules that we still want to correctly be able to deal with. function do_lots_of_stuff(){ p1 = subpart_1() p2 = subpart_2() pN = subpart_N() return assembleStuff(p1, p2, ..., pN) }

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  • How do I daemonify my daemon?

    - by jonobacon
    As part of the Ubuntu Accomplishments system I have a daemon that runs as well as a client that connects to it. The daemon is written in Python (using Twisted) and provides a dbus service and a means of processing requests from the clients. Right now the daemon is just a program I run before I run the client and it sets up the dbus service and provides an API that can be used by the clients. I want to transform this into something that can be installed and run as a system service for the user's session (e.g. starting on boot) and providing a means to start and stop it etc. The problem is, I am not sure what I need to do to properly daemonify it so it can run as this service. I wanted to ask if others can provide some guidance. Some things I need to ask: How can I treat it as a service that is run for the current user service (not a system service right now)? How do I ensure I can start, stop, and restart this session service? When packaging this, how do I ensure that it installs it as a service for the user's session and is started on login etc? In responding, if you can point me to specific examples or solutions I need to implement, that would be helpful. :-) Thanks! Jono

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  • Storing a looong lookup table

    - by inquisitive
    Background The product i am working on has a very long lookup-table. the table contains static data and cannot be auto generated. there are about 500 rows and 10 columns. columns have mostly integers and strings. to complicate the matters, there are actually two such tables. every row in table-1 maps to zero-or-more rows in table-2. we use an SQLite database with two tables. the product installer places the SQLite file in the installation directory. the application is written in dot-net and we use ADO to load the data once on startup. now, the lookup table grows. in each release a month, we add about 10 new entries existing entries are adjusted. every release we fine tune existing entries. The problem a team of (10) developers work on the lookup table. Code goes in the SVN, but the little devil the SQLite does not. this prevents multiple developers to work on it. we do take regular backups of the file, but proper versioning is not possible. we never know who did the breaking change. the worse thing is we dont know if there is any change at all. diff'ing databases is tedious if not impossible. the tables are expected to grow quite large in years to come and we would need developers to work in parallel on it. the data is business critical. we need to be able to audit changes made to it. Question What would be a solution for the problems outlines above? one idea was to transform the whole thing to XML and treat it like just another source file. that way SVN can do the versioning and we can work in parallel. but the data shows relational behavior. with XML we loose the unique and foreign-key constraints. also we cant query it with sql like ease. any help here will be appreciated.

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • Are Promises/A a good event design pattern to implement even in synchronous languages like PHP?

    - by Xeoncross
    I have always kept an eye out for event systems when writing code in scripting languages. Web applications have a history of allowing the user to add plugins and modules whenever needed. In most PHP systems you have a global/singleton event object which all interested parties tie into and wait to be alerted to changes. Event::on('event_name', $callback); Recently more patterns like the observer have been used for things like jQuery. $(el).on('event', callback); Even PHP now has built in classes for it. class Blog extends SplSubject { public function save() { $this->notify(); } } Anyway, the Promises/A proposal has caught my eye. It is designed for asynchronous systems, but I'm wondering if it is also a good design to implement now that even synchronous languages like PHP are changing. Combining Dependency Injection with Promises/A seems it might be the best combination for handling events currently.

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  • What are the caveats of the event system built on Messenger rather than on classic .NET events?

    - by voroninp
    MVVM Light and PRISM offer messenger to implement event system. the approximate interface looks like the following one: interface Messanger { void Subscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(objec actionOwner); void Notify<TMessageParam>(TMessageParam param); } Now this model seems beneficial comparing to classic .net events. It works well with Dependency Injection. Actions are stored as weak references so memory leaks are avioded and unsubscribe is not a must. The only annoyance is the need to declare new TMessageParam for each specific message. But everything comes at a cost. And what I'm really worried about is that I see no shortcomings of this approach. Has anoyne the experience of some troubles with this design pattern?

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • Data Access Objects old fashioned? [on hold]

    - by Bono
    A couple of weeks ago I delivered some work for a university project. After a code review with some teachers I got some snarky remarks about the fact that I was (still) using Data Access Objects. The teacher in question who said this mentions the use of DAO's in his classes and always says something along the lines of "Back then we always used DAO's". He's a big fan of Object Relational Mapping, which I also think is a great tool. When I was talking about this with some of my fellow students, they also mentioned that they prefer the use of ORM, which I can understand. It did make me wonder though, is using DAO's really so old fashioned? I know that at my work DAO's are still being used, but this is due to the fact that some of the code is rather old and therefor can't be coupled with ORM. We also do use ORM at my work. Trying to find some more information on Google or Stack Exchange sites didn't really enlighten me. Should I step away from the use of DAO's and only start implementing ORM? I just feel that ORM's can be a bit overkill for some simple projects. I'd love to hear your opinions (or facts) about this.

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  • How do I implement powerups for my Breakout clone?

    - by Eva
    I'm making a simple Breakout clone in Python that will have very many powerups/powerdowns (so far I came up with 26). Some will affect the paddle (paddle missile, two paddles, short paddle, etc.), some will affect the ball (slow ball, destructo-ball, invisible ball, etc.), some will affect the bricks (brick scramble, move up, bricks indestructible, etc.), and some will affect other game aspects (extra life, more points, less points, etc.). I'm pretty sure I have the code to draw the falling powerups and test for collisions with the paddle down, but I'm confused about how to code the effects of the powerups. Since there are very many powerups, it seemed inefficient to add specific methods to each component as done in this tutorial. However, I can't think of an other ways to implement the powerups. I found a page that hints at some way to design powerup behavior using classes, but I'm at a loss for how to do that. (A short example would help.) Please give me a short code example of another way to implement the effects of the powerups.

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  • Guidelines for creating referentially transparent callables

    - by max
    In some cases, I want to use referentially transparent callables while coding in Python. My goals are to help with handling concurrency, memoization, unit testing, and verification of code correctness. I want to write down clear rules for myself and other developers to follow that would ensure referential transparency. I don't mind that Python won't enforce any rules - we trust ourselves to follow them. Note that we never modify functions or methods in place (i.e., by hacking into the bytecode). Would the following make sense? A callable object c of class C will be referentially transparent if: Whenever the returned value of c(...) depends on any instance attributes, global variables, or disk files, such attributes, variables, and files must not change for the duration of the program execution; the only exception is that instance attributes may be changed during instance initialization. When c(...) is executed, no modifications to the program state occur that may affect the behavior of any object accessed through its "public interface" (as defined by us). If we don't put any restrictions on what "public interface" includes, then rule #2 becomes: When c(...) is executed, no objects are modified that are visible outside the scope of c.__call__. Note: I unsuccessfully tried to ask this question on SO, but I'm hoping it's more appropriate to this site.

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  • How can I optimize my development machine's files and directories? [closed]

    - by LuxuryMode
    Like any programmer, I've got a lot of stuff on my machine. Some of that stuff is projects of my own, some are projects I'm working on for my employer, others are open-source tools and projects, etc. Currently, I have my files organized as follows: /Code --/development (things I'm sort of hacking on plus maybe libraries used in other projects) --/scala (organized by language...why? I don't know!) --/android --/ruby --/employer_name -- /mobile --/android --/ios --/open-source (basically my forks that I'm pushing commits back upstream from) --/some-awesome-oss-project --/another-awesome-one --/tools random IDE settings sprinkled in here plus some other apps As you can see, things are kind of a mess here. How can I keep things organized in some sort of coherent fashion?

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  • Does Geany or Gedit provide a browser protocol in the way Textmate does with txmt://?

    - by Rich
    Textmate on the Mac can be bound to the txmt protocol, meaning that development frameworks (such as the Play Framework) can be configured to use this to display error messages. If a stacktrace appears, each line of the stacktrace is a URL of the format (I'm guessing): txmt:///home/myuser/projects/myproject/ProblemFile.java:123 (where 123 is the line number). Clicking this opens the file in Textmate. Is this possible with Gedit, Geany or another programmer's text editor?

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  • Pending and Approval process

    - by zen
    So let's say I have a DB table with 8 columns, one is a unique auto-incrementing used as ID. So I have a page that pulls in the info for each row based on query string ID. I want to give my users the ability to propose changes. Kinda like a wiki setup. So I was thinking I should just have another duplicate table or maybe database altogether (without the auto-incrementing column and maybe with a date edited column) that keeps all proposed changes in queue and then when I approve them, the script can move the row from the proposed DB to the real DB. Does this sound good or is there a better process for this?

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  • To reorganize code, what to choose between library and service?

    - by essbeev
    I want to reorganize a large application with lot of code duplication into multiple components. Plus, some code is also duplicated over other applications. The common set of functionality that can be taken out of main application is clearly defined. Now, do I write a library or do I write a service for this functionality; so that all such applications continue to work and there is only one code-base (of common functionality) to maintain ?

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  • How should UI layer pass user input to BL layer?

    - by BornToCode
    I'm building an n-tier application, I have UI, BL, DAL & Entities (built from POCO) projects. (All projects have a reference to the Entities). My question is - how should I pass user input from the UI to the BL, as a bunch of strings passed to the BL method and the BL will build the object from the parameters, or should I build the objects inside the UI submit_function and send objects as parameters? EDIT: I wrote n-tier application, but what I actually meant was just layers.

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  • reading k&r(c book) and confusing 1st chapter code [closed]

    - by DarkEnergy
    #include <stdio.h> /* copy input to output; 2nd version*/ main() { int c; while ((c = getchar()) != EOF) putchar(c); } this is very confusing... since you never escape the while loop. I've learned that EOF is -1. i type -1 but it just reprints it. It's a never ending loop. Over time did the library get changed and differs from what the book intended it to be? when i say library i mean the putchar()/getchar() that's in the library... sorry.

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  • What are the Starting Games I need to make?[Best steps for a beginner Game Developer?] [closed]

    - by Man With Steel Nerves...
    Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.

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